When resetting tick records each frame, a fairly large shared ptr destruction chain occured due to the final references to the various bits of context data (e.g. state machine scopes, mirror scopes) being removed.
This change switches individual shared ptrs to context data to unique ptrs, while allowing shared ownership (e.g. via the FAnimNotifyEventReference) via holding a shared ptr to the entire array.
#jira UE-130378 - Optimization pass on new UE5 anim node features
#preflight 61b35056c01c89f906e1a29b
#rb Timothy.Daoust
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 18430259 in //UE5/Release-5.0/... via CL 18435292
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18435518 by thomas sarkanen in ue5-release-engine-test branch]
We were holding two different copies of the component & actor transforms, now we just hold the one
Minor: also removed some pointer chasing in PreUpdate
#jira UE-130378 - Optimization pass on new UE5 anim node features
#preflight 61b324fef05b75b7610001e5
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 18429641 in //UE5/Release-5.0/... via CL 18429643
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18429646 by thomas sarkanen in ue5-release-engine-test branch]
#rb aaron.cox, braeden.shosa, cesar.castro
Lyra post-mortem Pose Warping fixes and features for Stride Warping, Orientation Warping, and Sequence Evaluator:
Pose-Warping:
1. Compile-time errors for invalid bone definitions
2. Expanded SHOWDEBUG ANIMATION and ensure() logging messages for graph-driven mode
3. Interpolation state and controller fixes for both modes
4. Fixed and expanded in-game visualization
Orientation-Warping:
1. Fixed orientation angle calculation for manual mode
2. Overhauled in-game visualization
Slope Warping:
1. Marked node as Experimental for upcoming Animation Warping plugin migration from Experimental to Beta
Sequence Evaluator:
1. Removed erroneous delta time record calculation in update-phase, since this is already accounted for in the asset player tick
#preflight 61aafc58e01f3610f5521e33
#ROBOMERGE-AUTHOR: koray.hagen
#ROBOMERGE-SOURCE: CL 18376490 in //UE5/Release-5.0/... via CL 18376492
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
#ROBOMERGE[STARSHIP]: UE5-Main
[CL 18376493 by koray hagen in ue5-release-engine-test branch]
This prevents re-initialization pops if a non-active child still has weight, and is consistent with state machines
#jira UE-96588 - GitHub 7249 : Added an option to AnimNode_BlendListByBase to Allow for Re-initialization only when active child's weight is zero
#7249
#preflight 619d1e3e974d7d57269201f0
#rb Jurre.deBaare
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 18280962 in //UE5/Release-5.0/... via CL 18280997
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18281042 by thomas sarkanen in ue5-release-engine-test branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
Included features in this changelist:
* Capture a snapshot of common movement properties (velocity, speed, etc) that are used to drive animation
* Character movement component for stop/pivot location
* Library of anim node functions for Distance Matching
* Template anim node that can advance by distance traveled rather than by time
* Template anim node that's driven by distance to a target rather than by time
* Animation modifier that generates distance curves based on root motion
* Turn in place functionality for keeping the capsule from spinning the pose when it rotates by applying an offset, includes functionality for turn on spot animations to compenstate for the offset
#preflight 61446e46599fd80001c250e2
[at]Koray.Hagen, [at]Thomas.Sarkanen, [at]Fernando.Coello
[FYI] Laurent.Delayen
#ROBOMERGE-AUTHOR: aaron.cox
#ROBOMERGE-SOURCE: CL 17551436 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)
[CL 17551464 by aaron cox in ue5-release-engine-test branch]
#rb braeden.shosa, aaron.cox, cesar.castro
#jira none
Motion Trajectory Component for Motion Matching:
Motion Trajectory Component notes:
1) Abstract component/interface implemented with prediction and history API.
2) Implemented uniform, frame-rate independent history sampling algorithm for retaining trajectory sample coherence.
3) Implemented concrete Character Movement Trajectory Component for encapsulating ground locomotion prediction algorithm and API.
4) Motion Trajectory blueprint library containing:
5) FlattenTrajectory2D algorithm for isolating and removing Z axis direction contribution from tracjectory.
6) ClampTrajectoryDirection for projecting trajectory samples into a discrete, allowed set of directions (such as cardinal).
Engine changes:
1) Implemented shared TrajectorySample, Range, and Domain structures for common usage among Motion Trajectory, Pose Search, and Blueprint.
2) Expanded Sequence Player blueprint library functionality for Scripted Motion Matching content example.
Pose Search changes:
1) Match Pose renamed to Pose History with minor configuration parameters.
2) Complete removal of approximated past trajectory sampling. This has now been pushed to the Motion Trajectory Component.
3) Motion Matching interface changes: Goal has been replaced with Trajectory and Dynamic Play Rate Adjustment has been encapsulated to an experimental code module and blueprint library. New defaults, and encapsulating settings.
4) Motion Matching changes: New Pose Search blueprint library which encapsulates core Motion Matching algorithm.
5) Unified Trajectory to Pose Feature Vector transformation algorithms.
6) Removal of temporary Pose Search Prediction blueprint library (now Dynamic Play Rate).
7) End-to-end implementation support for Past/Future Time and Distance domain schemas.
AnimInput changes:
1) Removal of AnimInput_CapsulePrediction (replaced with Motion Trajectory Component).
Gameplay Anim Gym changes:
1) Pose search database is now fully distance-based (history and future).
2) Character blueprint includes Character Movement Trajectory Component with distance-based domain setup.
3) Scripted Motion Matching anim node function prototype with Engine content example.
#preflight 6143ef4681695600011c49a8
#ROBOMERGE-AUTHOR: koray.hagen
#ROBOMERGE-SOURCE: CL 17547347 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)
[CL 17547352 by koray hagen in ue5-release-engine-test branch]
Also fixes type conversions (first time I have tried to convert to a base class and found that my IsChildOf check was the wrong way around).
Plus some extra accessors added for exec/update contexts.
Found the need for these when doing show & tell prep.
#rb Jurre.deBaare
#ROBOMERGE-SOURCE: CL 17367354 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17367419 by thomas sarkanen in ue5-release-engine-test branch]
Fixes anim task blocking on RB sim task and doing 0 work, now taskgraph schedules work and doesn't lock up extra threads.
#jira UE-120634
#rb chris.caulfield
#ROBOMERGE-SOURCE: CL 17083918 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v853-17066230)
[CL 17083927 by max whitehead in ue5-release-engine-test branch]
Fixes a case in RBAN where mesh component initialisation may pass through a zero delta time which can be used to divide in the calculation of a velocity when the node is set to inherit bone velocities.
#rb Benn.Gallagher
#jira UE-118618
#ROBOMERGE-SOURCE: CL 16755554 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16755562 by RyanyiNF in ue5-release-engine-test branch]